View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003154 | The Dark Mod | AI | public | 02.06.2012 00:45 | 21.12.2018 21:59 |
Reporter | grayman | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | SVN | ||||
Target Version | TDM 1.08 | Fixed in Version | TDM 1.08 | ||
Summary | 0003154: AI sitting/sleeping at map start can't receive a target in idle mode | ||||
Description | If an AI is marked "sitting" or "sleeping" he cannot later be given a new path_node target and expected to use that target while he's still in idle mode. The path_node code wants to send him to the path_node, while the idle code wants to keep him where he is. The result is that when the target is given, the AI gets up, gets back down, gets up, gets back down, etc. | ||||
Tags | No tags attached. | ||||
When an AI starts processing path nodes, forget if he started the map sitting or sleeping. Cause card-playing AI to drop their cards when getting up to start processing a new path_node target. rev 5469: AlertIdleState.h IdleSleepState.h IdleState.h State.h AI.h AI_events.cpp MovementSubsystem.cpp rev. 12975: tdm_ai_base.script tdm_events.script |
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Date Modified | Username | Field | Change |
---|---|---|---|
02.06.2012 00:45 | grayman | New Issue | |
02.06.2012 00:45 | grayman | Status | new => assigned |
02.06.2012 00:45 | grayman | Assigned To | => grayman |
02.06.2012 01:03 | grayman | Note Added: 0004649 | |
02.06.2012 01:03 | grayman | Status | assigned => resolved |
02.06.2012 01:03 | grayman | Resolution | open => fixed |
02.06.2012 01:03 | grayman | Fixed in Version | => TDM 1.08 |
21.12.2018 21:58 | nbohr1more | Relationship added | related to 0002056 |
21.12.2018 21:58 | nbohr1more | Relationship deleted | related to 0002056 |
21.12.2018 21:59 | nbohr1more | Relationship added | has duplicate 0002056 |